﻿#if UNITY_EDITOR
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
 
public static class ImageSlicer
{
	[MenuItem("Assets/ImageSlicer/Process to Sprites")]
	static void ProcessToSprite()
	{
		Texture2D image = Selection.activeObject as Texture2D;//获取旋转的对象
		string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称
		string path = rootPath + "/" + image.name + ".PNG";//图片路径名称
		
 
		TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;//获取图片入口
		
		
		AssetDatabase.CreateFolder(rootPath, image.name);//创建文件夹
		
		
		foreach (SpriteMetaData metaData in texImp.spritesheet)//遍历小图集
		{
			Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);
			
			//abc_0:(x:2.00, y:400.00, width:103.00, height:112.00)
			for (int y = (int)metaData.rect.y; y < metaData.rect.y + metaData.rect.height; y++)//Y轴像素
			{
				for (int x = (int)metaData.rect.x; x < metaData.rect.x + metaData.rect.width; x++)
					myimage.SetPixel(x - (int)metaData.rect.x, y - (int)metaData.rect.y, image.GetPixel(x, y));
			}
			
			
			//转换纹理到EncodeToPNG兼容格式
			if(myimage.format != TextureFormat.ARGB32 && myimage.format != TextureFormat.RGB24){
				Texture2D newTexture = new Texture2D(myimage.width, myimage.height);
				newTexture.SetPixels(myimage.GetPixels(0),0);
				myimage = newTexture;
			}
			var pngData = myimage.EncodeToPNG();
			
			
			//AssetDatabase.CreateAsset(myimage, rootPath + "/" + image.name + "/" + metaData.name + ".PNG");
			File.WriteAllBytes(rootPath + "/" + image.name + "/" + metaData.name + ".PNG", pngData);
			// 刷新资源窗口界面
			AssetDatabase.Refresh();
		}
	}
}
#endif